How to: Make a Gorilla Tag map in Blender.

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hello my name is T-Bone and today I'm going to be showing you how to make a gorilla tag fan game map so I'm going to be doing this in blender because I find it hard to use Pro Builder Sometimes using Unity if you don't know what buttons I'm pressing go ahead just check down here at the bottom right and it shows you every single key I'm pressing go ahead delete everything and then we're going to add a new plane here I'm gonna scale this up to whatever size you want your actual ground to be I'm going to scale it to 15 by clicking s then whatever number and then you have a decently sized Mac so go back into edit mode by clicking this and then edit mode or clicking tab then right click subdivide and then subdivide this by 10. now right click again and then click subdivide again and then you're going to change this to how high quality you want this to be so in my case I don't want it to be that High color so I'm going to change this to about three so go into face collection by clicking this button up here and then select some random faces by holding down shift and then just select some parts of the map where you want there to either be Hills or any sort of bumps or terrain or literally anything so I kind of want this to be my terrain here so then I'm going to click G and then Z to scale this up you can also scale it down if you wanted to but I'm gonna scale this up so click g z and then you can scale this to however much you want it to your interview so now we're going to add the walls which a lot of people do differently but I'm going to be showing you the way I personally do they're going to add a new cylinder and then scale it up to just the size of the actual map here make sure it's just the size of the map otherwise if it's bigger it this probably won't work for you so go ahead click on edit mode and then delete by clicking X faces then you're gonna delete the faces so I am seeing basically what would happen if I imported this into Unity right now Unity has something called back face Cooling and that's not good when remodeling things so if you want to see what your map would look like with back face coloring which I do a lot you're going to make sure you're in solid view click this arrow and then turn on back face Cooling and then you see everything so go ahead click on this go into edit mode click select all click alt n and then flip so you know the outside will be invisible but the inside isn't so your user can see everything so now we're going to go ahead and then scale this down on the z-axis here and then we're just going to pull this to how ever what your map to look like so I'm just going to select the move tool and then move it in or out dependent on generally what I want my map to look like so now we're going to just move it up by clicking g z and then you can move this up make sure it's at least sticking through it otherwise people can just get out then we're going to click on the walls go back into edit mode here click on the edge selection mode hold down alt shift make sure you click on one of them and then click on the edges here so you can select the outside of it then drag it up and then scale it by clicking s scale it to how you want your map to look like if you want to be enclosed which I wouldn't do I would probably make it a bit bigger so like while climb will run all that stuff now since I'm going for a Capuchin Maps now go ahead click e to extrude and then scale it up or extrude it up just like that much then click s to scale it out here now click e and then D to scale up and that's the actual part of our map here Capuchin is this part of the map where there's an up section and you can get to like different maps and that's kind of how I want my map to look like so I'm going to do that so now we have to apply textures to this so make sure you're in material preview here and then we're going to add textures to your map genuinely textures are pretty difficult to find however I did find a website that I personally use to get my textures from I use a website called ambient CG and this is where you can get all your textures from just click explore and then type in whatever you want like grass the grass I'm going to be using I believe is ground 037 however you can use any of these grass textures and then the walls I just typed Rock and then you can find whatever Rock texture which I think is this one and then that's basically how I find all my textures so we're going to go ahead and go into edit mode here go to face selection mode and then select the grass on the map go into the material tab click new and then click assign make sure you click assign otherwise this probably won't work for you see where it says base coloring here you're going to click on that little circle and then click image texture click open and then find your texture so these are my textures I'm going to select the grass texture so you're going to notice the grass texture applies to legitimately everything but we're going to fix that real quick select the walls down here like that select the walls up here as well by holding alt shift and then selecting them click add new material new and then assign and then go we just added a new material here select the grass again and you're going to notice it looks pretty wonky click one or go to negative y right here and then click U and then Cube projection and then it should fix all the grass like that now this will only work in blender but if you want to look a bit pixelated in blender go ahead select your little material change it from linear to closest and adds pixelation to it so now we're going to add the wall texture by clicking on this material base color select image texture then you're going to find your texture here which is rock and then it's going to do the same thing here so select the walls click one on your numpad or negative y like U and then Q projection however it still won't look right so go ahead into edit mode click the UV editing Tab and make sure I can see my materials here click a on this side of the screen and then go ahead and click s on this side of the screen make sure it's on the side click s and then X and scale it to however you want to look like make sure it's not too stretched so I'm going to scale it to about this so now we have the actual wall textures once again I'm going to change mine to closest so it looks a bit pixelated just you guys can see back into the layout tab here and then we're going to add the grass texture for the actual grass add then click this button here and change it to the craft material that we already had set now we have the map pretty much completed however it looks dead it's just a forest with nothing so we're going to add some trees so go ahead click on your walls in the hierarchy tab click on the little H or the hide button then do the same thing for the grass now click shift a cube go into negative y view again click tab or go into edit mode then click M at Center this will have a singular vertices here make sure you're in vertices selection mode by the way and then you have a singular vertices here so now make sure you're still a negative five view click e to extrude and then Z to extrude on the actual z-axis here this is gonna be how tall your tree is so make sure it is up to scale whenever you look at your actual map which it is pretty much up the scale here then go into edit mode again click negative five View and then we're going to add some Loop cuts by clicking the loop cut button here click on in the center of this tree then click above and then in the middle of those two and then click here and then right there then make sure you're in the move tool here and then click e to extrude out while you're selecting one of them and this adds branches to a tree then you're going to make sure to move these around to your liking so that it actually kind of looks like branches are branching out so go back into negative y View and then we're going to add some more loot Cuts in the middle of these branches here now we can drag them down or up so it looks pretty much like the gorilla tag trees but now we have to add branches that Branch off of the branch which is a lot of say but it makes it look really just it adds that extra touch so add a loop cut in between every single Branch like that in between here so then click on the Move tool again click e to extrude and then just extrude them freely and then this is like branches branching off of the bridge it's not I'm finished with my tree here go ahead go into the modifiers tab click add modifier and add the skin modifier now I'm going to go back into our backface coloring view here if you don't remember how I did that go into solid view click on the Arrow back face Cooling and then we can scale this tree so click tab a and then Ctrl a to scale this up or down here so you're going to notice sometimes if you scale it you're going to get invisible parts we don't want that so scale it to just the right size which can be for me right about here so you could technically be done but I generally don't like the way it looks right now so I'm going to go into wireframe view by clicking Z and then just dragging it to wireframe and selecting every end of the branch here for now click Ctrl a and I'm just going to scale down just a littlest bit so it adds a bit more like stuff to look at here and then we're going to go back to material View and then I'm actually going to scale down the trunk of it or let's go up here and then go back into material view add a new material and then we're going to change it to image texture once again find your bark texture and then it's probably just going to be one solid color here so you're going to go ahead make sure you apply the modifier but go into the modifiers tab clicking the arrow and then apply so then it's an actual mesh and we can select all points then select owl by clicking a here going into negative y view U and then Q projection if it's too scaled up or scaled down we're going to go into UV editing once more here and then scale it up or down depending on what you want the tree to actually look like so that we have the tree completed we can unhide everything and then we can either scale up or down depending on how it looks like in your actual map here and then boom just duplicate it by clicking shift d and then you can rotate it on the z-axis by clicking r z and then you can just move them around the map here so now that I've kind of populated the bottom here you can do it with the top however I generally don't want to do that right now so that's going to be it for this tutorial but in the next tutorial I'm going to be showing you either how to add a stump to your map or some little sections up here like Capuchin like you can get to a different map and all that stuff so that is it for this video I hope you liked it and if you did please leave a like on the video have a great day and goodbye
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Channel: TBone
Views: 22,111
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Length: 10min 26sec (626 seconds)
Published: Sun Feb 12 2023
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